Over time I moved away from Savage Worlds in favor of games where the mechanics were more tied to the theme of the games. I had played so much Savage Worlds that I could always see the man behind the curtain. Fantasy started to fell the same as scifi, which felt the same as superheroes. This is a danger for all generic systems, and a good argument for not using them for too many different campaigns back-to-back. I think this was even more of a problem for Savage Worlds because it was so rules light. But, as I have been rereading it, I am remembering how much I enjoyed it. I am really looking forward to running it again at TridentCon.
Maps! My Real Maps!
1 day ago